226 lines
4.1 KiB
C++
226 lines
4.1 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "ChestEntity.h"
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#include "Item.h"
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#include "ClientHandle.h"
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#include "Player.h"
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#include "UI/Window.h"
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#include "World.h"
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#include "Root.h"
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#include "Pickup.h"
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#include <json/json.h>
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class cWorld;
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class cRoot;
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cChestEntity::cChestEntity(int a_X, int a_Y, int a_Z, cWorld * a_World)
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: cBlockEntity( E_BLOCK_CHEST, a_X, a_Y, a_Z, a_World)
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, m_TopChest( false )
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, m_JoinedChest( NULL )
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{
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m_Content = new cItem[ c_ChestHeight * c_ChestWidth ];
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SetBlockEntity(this); // cBlockEntityWindowOwner
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}
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cChestEntity::~cChestEntity()
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{
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if( GetWindow() )
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{
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GetWindow()->OwnerDestroyed();
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}
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if( m_Content )
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{
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delete [] m_Content;
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}
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}
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void cChestEntity::Destroy()
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{
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// Drop items
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cItems Pickups;
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for( int i = 0; i < c_ChestHeight * c_ChestWidth; ++i )
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{
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if( !m_Content[i].IsEmpty() )
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{
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Pickups.push_back(m_Content[i]);
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m_Content[i].Empty();
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}
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}
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m_World->SpawnItemPickups(Pickups, m_PosX, m_PosY, m_PosZ);
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if (m_JoinedChest)
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{
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m_JoinedChest->RemoveJoinedChest(this);
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}
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}
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const cItem * cChestEntity::GetSlot( int a_Slot ) const
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{
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if( a_Slot > -1 && a_Slot < c_ChestHeight*c_ChestWidth )
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{
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return &m_Content[ a_Slot ];
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}
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return 0;
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}
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void cChestEntity::SetSlot(int a_Slot, const cItem & a_Item)
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{
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if ((a_Slot > -1) && (a_Slot < c_ChestHeight * c_ChestWidth))
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{
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m_Content[a_Slot] = a_Item;
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}
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}
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#define READ(File, Var) \
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if (File.Read(&Var, sizeof(Var)) != sizeof(Var)) \
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{ \
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LOGERROR("ERROR READING cChestEntity %s FROM FILE (line %d)", #Var, __LINE__); \
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return false; \
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}
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bool cChestEntity::LoadFromJson( const Json::Value& a_Value )
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{
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m_PosX = a_Value.get("x", 0).asInt();
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m_PosY = a_Value.get("y", 0).asInt();
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m_PosZ = a_Value.get("z", 0).asInt();
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Json::Value AllSlots = a_Value.get("Slots", 0);
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int SlotIdx = 0;
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for( Json::Value::iterator itr = AllSlots.begin(); itr != AllSlots.end(); ++itr )
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{
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cItem Item;
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Item.FromJson( *itr );
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SetSlot( SlotIdx, Item );
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SlotIdx++;
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}
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return true;
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}
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void cChestEntity::SaveToJson( Json::Value& a_Value )
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{
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a_Value["x"] = m_PosX;
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a_Value["y"] = m_PosY;
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a_Value["z"] = m_PosZ;
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unsigned int NumSlots = c_ChestHeight*c_ChestWidth;
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Json::Value AllSlots;
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for(unsigned int i = 0; i < NumSlots; i++)
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{
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Json::Value Slot;
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const cItem * Item = GetSlot( i );
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if( Item ) Item->GetJson( Slot );
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AllSlots.append( Slot );
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}
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a_Value["Slots"] = AllSlots;
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}
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void cChestEntity::SendTo(cClientHandle & a_Client)
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{
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// The chest entity doesn't need anything sent to the client when it's created / gets in the viewdistance
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// All the actual handling is in the cWindow UI code that gets called when the chest is rclked
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UNUSED(a_Client);
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}
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void cChestEntity::UsedBy(cPlayer * a_Player)
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{
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if (GetWindow() == NULL)
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{
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OpenWindow(new cChestWindow(m_PosX, m_PosY, m_PosZ, this));
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}
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if (GetWindow())
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{
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if( a_Player->GetWindow() != GetWindow() )
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{
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a_Player->OpenWindow( GetWindow() );
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GetWindow()->SendWholeWindow(*a_Player->GetClientHandle());
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}
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}
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// This is rather a hack
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// Instead of marking the chunk as dirty upon chest contents change, we mark it dirty now
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// We cannot properly detect contents change, but such a change doesn't happen without a player opening the chest first.
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// The few false positives aren't much to worry about
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int ChunkX, ChunkY = 0, ChunkZ;
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cChunkDef::BlockToChunk(m_PosX, m_PosY, m_PosZ, ChunkX, ChunkZ);
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m_World->MarkChunkDirty(ChunkX, ChunkY, ChunkZ);
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}
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cItem * cChestEntity::GetContents(bool a_OnlyThis)
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{
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if (m_JoinedChest && !a_OnlyThis)
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{
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// TODO: "Combined" memory leaks here
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cItem * Combined = new cItem[GetChestHeight() * c_ChestWidth];
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cItem * first = (m_TopChest) ? GetContents(true) : m_JoinedChest->GetContents(true);
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cItem * second = (!m_TopChest) ? GetContents(true) : m_JoinedChest->GetContents(true);
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for (int i = 0; i < GetChestHeight() * c_ChestWidth; i++)
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{
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int index = i % (c_ChestHeight * c_ChestWidth);
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if (i < c_ChestHeight * c_ChestWidth)
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Combined[index] = first[index];
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else
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Combined[index] = second[index];
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}
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return Combined;
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}
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else
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{
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return m_Content;
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}
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}
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